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As you make your way to the nest, you hear some strange sounds coming from nearby. Being the curious person you are, you tell Flarelm to investigate.

In a hidden room in the cave, there lies a singular Mollux. It looks very strong.

Type: Fire / Poison
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Illuminate (DW, Unlocked): (Can Be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

"It looks like you've discovered a Mini-Epic! These Pokemon are rather rare and strong, so would be an asset to your team. Of course, if you're feeling...confrontational, they probably hold a rare item as well. Oh, why isn't Cypress here? I'll tell you later. For now, however, proceed."

OPTIONS:
-Attempt to befriend the Mollux
-Attack the Mollux
-Leave the Mollux alone

Your Team:

Type: Fire/GrassFire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.Grass: Grass STAB; immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.

Abilities:Leaf Guard: (Innate) In bright sunlight the Pokemon is surrounded by a faint green glow. The glow protects it from all permanent and temporary status conditions.Battle Armor: (Innate) This Pokemon’s thick armor prevents it from taking critical hits.Chlorophyll (DW): (Innate, Locked) During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.

Type: Grass / Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW, Locked): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Type: Grass / Ghost
Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming “powder” attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:
Anticipation: This Pokemon is better at sensing dangerous attacks, and reduced the Base Attack Power from super-effective attacks, Selfdestruct, and Explosion by two (2).
Telepathy (DW, Locked): This Pokemon has a mental link with its allies in multiple battles, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

You dismiss Necturine. The little flower is sad to go, after all you've been through, but accepts your decision as she heads south.

Also, you finally made it to the Bolderdash nest! Two of them come forward to you, one holding what looks like a large rock of some kind.

Type: RockRock: Rock STAB; reduce damage from all special attacks by two (2) Base Attack Power during Sandstorm. Able to use Sand Tomb without losing focus.

Abilities:Levitate: (Trait) This Pokemon naturally floats above the earth when released or easily takes flight, evading the Ground moves Bulldoze, Earthquake, Fissure, and Magnitude. Earth Power will have three (3) less Base Attack Power. Dig and Dive can strike a Levitating Pokemon if their user is over Size Class 4, has Levitate, is 3.5m or larger, or is a Flying-type. Otherwise Dig and Dive will miss. Ground moves can still hit. Levitate Pokemon will retain the Levitate trait when they use Skill Swap on an enemy, and will steal the opponent's ability (the user can specify if they want a foe or ally to gain Levitate from a Skill Swap.) If a Pokemon with Levitate uses Role Play, they will copy the opponent's abilities and retain Levitate.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Mold Breaker (DW): (Innate, Locked) Whenever this Pokemon attacks, it emits an invisible, blindingly quick pulse preceding the attack that disables the opponents natural abilities (e.g. Levitators plummet towards the ground before Earthquake hits, Volt Absorb will not absorb electric attacks, Clear Body does not prevent stat-drops, etc.)

Type: Fire / Poison
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Illuminate (DW, Unlocked): (Can Be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Type: Fire / Poison
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.
Poison: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Abilities:
Dry Skin: (Innate) This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing two (2) damage/action to this Pokemon in sunlight and recovering two (2) HP/action in rain. In addition, the dry skin is very vulnerable to flames and the Base Attack Power of incoming Fire attacks is increased by two (2). The Pokemon absorbs the damage of water attacks and recovers 25% of HP the damage that would have been inflicted.

Illuminate (DW, Unlocked): (Can Be Activated)
When this Pokemon initially goes out into the battlefield, it generates an intense light that blinds all opponents, reducing their Accuracy stage by one (1) at the cost of 5 EN. The accuracy drop will last six (6) actions after the Pokemon is released.

Yeah, I can't really say I'm surprised. If this were to continue, I would've ended up with a fucking full movepool Mollux and well-trained Pyroak for literally no cost and very little work. While it is nice to quickly train a mon, and could probably be very balanced with a bunch of chamges, some little, some big, but right now, it just grants too high rewards, with recruiting being as easy as it is, the sheer amount of items you get, etc.

And so, I have a list of suggestions if and when a second Pokelution Beta test occurs.
-Possibly have a cost to start the RP, and possibly some cost to transfer recruited Pokemon back (possibly half of their rarity cost, then some fraction of the counters it received.) Stupid suggestion, but it does somewhat counter-balamce the amount of rewards
-Less random drops, and the drops will only be of lesser value (ie berries are ok, Big Root is not)
-Make recruiting MUCH harder. This could be done through a battle after you pass the charm/sing/dance check. If you want to befriend the nest, one member of the group must fight a member of the nest. If they win, the nest becomes friendly, and the Pokemon there can be recruited. If they lose, the companion (or leader) comes back with one HP, and losses could be figured out afterwards
-Of course, destroying a nest would become harder as well. Instead of only one weak opponent, why not 2 or 3, in order to keep it from being constant curbstomping if you have a type advantage.
-More ambushes at night, and make them harder. Seriously, those Revenankh were almost jokes >.>
-Less chances for healing. All friendly nests restore some health when resting for the night, but it should be limited. Nests of campanions and the home nest restore all Pokemon completely, but all other friendly nests only restore 50% of the maximum HP and EN
-In an effort to keep rewards balanced, companions will not gain any counters from battle they are in, but will still receive KOC if applicable, which can be distributed however the participant wants to during the claiming process
-A map of the island, outlining where you can/can't go, where friendly nests are and what Pokemon they have, etc. (HOLY SHIT A SUGGESTION THAT BENEFITS THE PLAYER!)

More suggestions may come if I can think of them, but I still think this is a really fun RP that can be really awesome, but as of now, its still a cakewalk, so we just have to turn the difficulty to 11, but not make it impossible.

Perhaps, when attacking the nest, the leader of the nest (with better stats than a mon normally would and an actual item with a pretty good AI) and a minimal of 2 other weaker mons attack.

When befriending a nest, a small battle occurs and you have to use "special actions" that take up turns in battle and leave you vunarable to attacks. If you succed with these actions, the leader begins to like you and, if you win, the leader may invite you to the nest.

If the above occurs, you cannot have the leader join you. Just weak members of the nest.

Random encounters should be strong mons with powerful items and bloated stats. This makes the player act carefully in order to prevent himself from being wiped out.

Each nest should have a trust gauge where, if a mon from that nest dies, it goes down. There is no way to increase the gauge, so if it gets Down to about 30%, you are barred from the nest for the rest of the RP and going near the nest will evoke attacks.

I definatly think the biggest thing here is that the befriending process needs an overhaul. I cant say that i have a process in mind at the moment, but i definatly think that befriending a nest should be about as big of an endeavor as fighting a nest. I also like the idea of mini-epics to help you out, however i think they should require a lot of effort to get recruited, and by no means should they be allowed to be taken out of the Roleplay with you. I also think were going to have to limit items here, either making them so they much harder to acquire, or make it so you can't take them out with you (or maybe just take one out with you). Also making healing more of a chore/resource sink would probably be beneficial, like only able to heal at your home nest, or have to trade an item to rest at a nest or something along those lines i think. Otherwise i think that the travelling system was alright, and i can't see anything else that really needed to terribly much work. Good Job Ullar, I look forward to seeing this in action again, and if I may be of service to make such a thing happen, feel free to let me know.

RagnarokAlex's and Waterwarrior's suggestions look good, though here are some things that will probably not be incorporated.

-Map for the players
This is an exploration roleplat, and as such the players should not be given a map.
-Trust Gauge
Just seems too complicated and adds unnecessary data storage. Simply making it so you can get only 1 companion max from a nest gives the same flavor and avoids number lists

Actually, the other ideas seem good, though Ullar has the final say. Thanks for all of the suggestions; any more?

It seems apparent to me that this RP is largely based of Maxis' Spore, specifically the creature stage, correct me if I'm wrong but that's what I saw when I was reading this– just something I'd like to point out, not as a criticism because I think this is an awesome game and subsequently this RP is also awesome.

As a suggestion for an overhaul of the befriending system, the initial encounter is based of the power teamwork so you can impress the nest of pokemon, but to earn their trust you need to do something for them like giving the nest a specific item or eradicating a nest pokemon close by.

I also support the idea of when engaging a nest there is an 'alpha' pokemon that has beefed up stats, large/complete move pool, up and evolution stage or a combination of these clauses.

Yes, it is based on Spore's creaure stage.
But about your suggestions: I feel somewhat uneasy about quests, because of length problems, but it seems like a promising idea. We'll think about it. Alpha mons make sense to me both flavour-wise and balence-wise, so I support it.

P.S. Everybody should remember that this is not meant to be as difficult to get through as TLR, to which it bears certain similarities. There are no Legends (high reward) or Potions and chosen items allowed (less risk), so pokelution must compensate for those like it does using picked-up items and healing nests

Okay, discussion has been open for nearly a day, and I want to give my thoughts on the situation.

Firstly, let me stress this itty bitty fact.

WW WOULD NOT HAVE GOTTEN A FULL MOVEPOOL MOLLUX. HE WOULD HAVE GOTTEN A FRESH MOLLUX, WITH ANY MC EARNED ADDED IN.

Now that THAT'S out of the way...

Battling:
The RNG-targeting system has to go. It makes the enemies easy to beat, with the right numbers. From now on, wild Pokemon will make the Leader their priority. They may target others to activate subs, or just to give them a big blow, but the Leader is public enemy number one. Why? Because if the leader falls, it's GAME OVER.

If you choose to attack a nest, it's guaranteed that the 'Boss' of the nest (more on that in a bit) will attack you as well. How many of his/her/its minions stick around, though, is different for each species; from 0-2.

Also, the difficulty needs to be ramped up with marauders, as well as befriending (more on that later). I've been convinced that if rewards are going to be around TLR difficulty, They need to be earned at TLR difficulty. As such, Marauder Pokemon encountered at night will be itemless parties of three, and ones encountered during the day will be itemless parties of two.

And that moves me on to my next topic:

Befriending:
Befriending needs to be a lot harder. Like, a lot. I liked ww's idea, and I think I want to stick with it; a 'duel of champions'. This would also result in a nest overhaul, but having a 'Boss' species leading a nest makes more natural sense to me. So I'll probably do away with Befriending stats altogether, and just call it Impressing.

Items:
I want to stress something else. ww had a .01% chance of finding that Big Root. Wobbanaut and Yarnus can confirm this, as well as zarator and Engineer. I've been convinced, however, that its mere possibility of being gotten is bad. A no-no. So, and Items that aren't acquired from making a nest extinct or defeating a Mini-Epic will have a CC cost of no more than 6; and even 6 will be rare.

That's basically what I wanted to talk about. There were some things that are a part of Pokelution that didn't happen in this first Beta run, and maybe we can address those in take two. For now, however, keep discussing!